i'm making a #QBasic game using mode 13h, 320x200 8bpp.
-
little known fact: qbasic can produce mind boggling effects
i'm making this engine in qbasic for DOS as a challenge, using qb1.1, the interpreted one, without resorting to assembly language hacks. hence the low resolution (fewer tiles/pixels = better performance)
3/5
right now my qbasic engine can run locked to 70, 60, 35, 30, or 18.2 frames per second. @discatte tested it and it runs at 35 fps on a 486sx-20mhz
i intend for it to have OPL music and sounds, with a PC speaker sfx and no music fallback for the 18.2 fps mode
4/5
-
little known fact: qbasic can produce mind boggling effects
i'm making this engine in qbasic for DOS as a challenge, using qb1.1, the interpreted one, without resorting to assembly language hacks. hence the low resolution (fewer tiles/pixels = better performance)
3/5
@eniko It's amazing how different some smoothing from a CRT filter can change the entire vibe.
-
right now my qbasic engine can run locked to 70, 60, 35, 30, or 18.2 frames per second. @discatte tested it and it runs at 35 fps on a 486sx-20mhz
i intend for it to have OPL music and sounds, with a PC speaker sfx and no music fallback for the 18.2 fps mode
4/5
the images here are all wallpapers (except for the FF7 one) that i grabbed off reddit for testing many years ago. they were all unsourced
5/5
-
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
@eniko This is all *so* good! Thank you for sharing the process!
-
the images here are all wallpapers (except for the FF7 one) that i grabbed off reddit for testing many years ago. they were all unsourced
5/5
@eniko vurry pretty
-
the images here are all wallpapers (except for the FF7 one) that i grabbed off reddit for testing many years ago. they were all unsourced
5/5
and just to be clear: all of these images use *the same* single 8 bit, 256 color palette. the colors aren't adapted to fit the image. it's a one size fits all approach
-
and just to be clear: all of these images use *the same* single 8 bit, 256 color palette. the colors aren't adapted to fit the image. it's a one size fits all approach
This is magically nostalgic for me. I had many friends in high school who were really pushing what could be done with VGA graphics with the tools we had available at the time (when we were supposed to be doing arrays or something in Turbo Pascal)
-
This is magically nostalgic for me. I had many friends in high school who were really pushing what could be done with VGA graphics with the tools we had available at the time (when we were supposed to be doing arrays or something in Turbo Pascal)
@venya i never managed to get very far with qbasic game development back in the day. lack of resources in the backwater part of the netherlands
so this is kind of like a revenge tour where i bend qbasic to my will after having been a professional gamedev for 10+ years >_>
-
@venya i never managed to get very far with qbasic game development back in the day. lack of resources in the backwater part of the netherlands
so this is kind of like a revenge tour where i bend qbasic to my will after having been a professional gamedev for 10+ years >_>
As with music, I think a lot of the beauty and art of gamedev comes from working within your limitations. I'm a mediocre (at best) guitar player--how can I make pretty music with guitar? Well, get better. But also make music within my skill set. Some of my favorite games from the last few years (e.g. Moonring, Caves of Qud, Wildermyth) are not AAA powerhouses, but they're fantastic games using the tech and development models they chose. (And they run on a potato.)
-
little known fact: qbasic can produce mind boggling effects
i'm making this engine in qbasic for DOS as a challenge, using qb1.1, the interpreted one, without resorting to assembly language hacks. hence the low resolution (fewer tiles/pixels = better performance)
3/5
@eniko Oh wow, so you're like some kind of masochist. I remember QB ... I was alive then. Not only that, but I used QB, both the original and the one that came with DOS.
-
@venya i never managed to get very far with qbasic game development back in the day. lack of resources in the backwater part of the netherlands
so this is kind of like a revenge tour where i bend qbasic to my will after having been a professional gamedev for 10+ years >_>
-
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
@eniko That torii gate looks like peak PS1 horror. -
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
@eniko Looks great!
-
@eniko Oh wow, so you're like some kind of masochist. I remember QB ... I was alive then. Not only that, but I used QB, both the original and the one that came with DOS.
@LanceJZ i just think it's neat
-
@Forbearance @venya i dunno about boot floppy, but i would like to get it running on period hardware. i mean, it's mostly going to be qbasic + content files so it should probably work pretty well on any machine with dos!
-
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
@eniko At some point, art just starts to look like magic
-
the images here are all wallpapers (except for the FF7 one) that i grabbed off reddit for testing many years ago. they were all unsourced
5/5
@eniko Can you add some Roland MIDI music support as well? I still have a fully functional Roland CM32L (fully backwards compatible successor to the MT32, but without any display or controls, just a grey box).
-
@eniko Can you add some Roland MIDI music support as well? I still have a fully functional Roland CM32L (fully backwards compatible successor to the MT32, but without any display or controls, just a grey box).
@LordCaramac i don't know if i can to be honest. i don't know how you interface with a midi device in DOS, let alone from qbasic
-
undefined aeva@mastodon.gamedev.place shared this topic
-
the images here are all wallpapers (except for the FF7 one) that i grabbed off reddit for testing many years ago. they were all unsourced
5/5
@eniko Fantastic!
-
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
@eniko@mastodon.gamedev.place QBasic like... the original (interpreted) QBasic, or the compiled QuickBasic one? (At this point I guess it's no new infothat QuickBasic exists, but it doesn't hurt to mention it).
BTW, awesome screenshots The game could have even been a text adventure (with the screenshots as illustrations) and would still look awesome. Although knowing you, I'm sure it's something much better than a text adventure. A point and click one, maybe, or even an action game.